全面战争:战锤2

全面战争:战锤2

The Northmen Come!
102 条留言
KG 2024 年 11 月 29 日 上午 11:57 
Hi, I was tweaking this mod for my personal use when I discovered some unique identifiers larger than 2147483647 in building_level_armed_citizenry_junctions_tables and cdir_events_dilemma_payloads_tables.

I'm not sure exactly what this could cause in WH2/3 but my understanding is that integer overflow can result in unexpected behavior. I thought you'd like to know in any case.

Nice mod though! Poor Norsca needs some love.
stephyweedy 2024 年 10 月 15 日 上午 2:14 
Arthur Morgan This guy is just a moron , keep on your good work Mate :csgohelmet::csgogun::kill::steamthumbsup::steamsalty:.
Fuzzy Dunlop 2022 年 4 月 6 日 上午 3:27 
Anyone else having issues with razing settlements but not gaining Gods' favour?
NorscanWarlord 2021 年 11 月 13 日 上午 8:46 
im currently running 61 mods for coop, pretty stable and no desync problems, but im just talking about when some mods updates they break the saves for some reason :P but thanks for the reply, i might try it on a separate save then :)
Gejnor  [作者] 2021 年 11 月 13 日 上午 7:20 
COOP campaigns are infamously unstable and i cannot truly speak for them in this regard.

It will be a choice that's up to you.

Given how Warhammer 2 is more or less done and we have a mere 3 months left until Warhammer 3 the likely hood of me updating this is rather low.
NorscanWarlord 2021 年 11 月 13 日 上午 4:23 
how often do you update this? as someone mentioned this mod broke their coop campaign im afraid of installing it, i don't feel like having a broke campaign as i play mostly coop :P
WLLA 2021 年 9 月 28 日 下午 4:37 
this mod is great!! One of the best for improving Norsca campaign experience!! Thank you!!
Gejnor  [作者] 2021 年 7 月 17 日 下午 2:56 
Mod is updated and there are some new functions!

Outposts have lost their need for Growth points and all buildings (besides the port) will only take 1 turn to build, there are also new benefits to the Utility buildings to make them more attractive like being able to recruit Shamans (no extra ranks or extra caps) oor making your enemies Winded if they are in the same region as the Outpost building. Gold costs have been raised to compensate for this but are still relatively cheap.

Defeating a Warlord will now have more weightier options outside of Confederating, Release them and gain some Gold, better diplomatic standing and a random item/follower. Or kill them, and give the Hound its share for a portion of his strength..


Gejnor  [作者] 2021 年 6 月 2 日 上午 2:57 
Why must you hurt me this way brother?
El Jeffe Epstein 2021 年 6 月 1 日 下午 10:03 
This is a real poopoo mod pls update DOES NOT WORK
unacceptable
FIX THIS
NOWWW!!!
Gejnor  [作者] 2021 年 5 月 27 日 上午 3:51 
Yeah sounds like a mod conflict alright, been playing a Wulfrik campaign and i have had 0 issues.

I am sorry but i cannot make this magically work with every other mod in existence, guys.
TheCrassDragon 2021 年 3 月 30 日 上午 10:07 
Anyone else having this screw up Wulfrik's skill tree? I'm trying to check if it's a conflict but so far no luck.
Gejnor  [作者] 2021 年 3 月 25 日 下午 4:08 
I'm sorry to hear that, i didn't realise people were using this for coop!


Besides the issues of adding them in, it would sort of be hard to balance them compared to Marauder Chieftans.

Im sort of not in a hurry to add them, atleast not right now.
Mint 2021 年 3 月 25 日 下午 3:40 
Nice updates. It broke our coop campaign sadly, I think script changes and trait changes cause desync errors. Not to worry ill keep a backup in future!

What's your thoughts on chaos lords recruitable by Norsca?
Gejnor  [作者] 2021 年 3 月 25 日 上午 7:10 
Oh, and some followers have seen some improvements.

I've also tried to tackle the bad dilemmas and events, trying to reduce them to 5 turns but since they fire off so randomly it remains to be seen if those made it in!
Gejnor  [作者] 2021 年 3 月 25 日 上午 6:58 
And another update today!

Today i decided to rework my approach to Global Recruitment for Norsca.

Instead of having atrocious Global recruitment that you can counter with the proper buildings, it has now instead been set to normal Global Recruitment, like all other races.

The building, the Dark Furnace, that gave -1 to global recruitment before now instead gives +1 global recruitment capacity.

This should improve Norscan play and allow for more than one type of playstyle (taking all of Norsca for the global recruitment reductions)!
Gejnor  [作者] 2021 年 3 月 24 日 上午 4:55 
Hello, did a small mod where i added a new Tech that gives you Diplomatic bonuses to Dark Elves and a malus to High Elves.

I also added some new cosmetic effects to Faction Effects to make the distinction between the two factions more clear.
pizzatime 2021 年 3 月 23 日 上午 10:17 
great mod, thanks a lot for the effort!
Gejnor  [作者] 2021 年 3 月 22 日 上午 1:53 
Updated, but it was not needed no
cybvep 2021 年 3 月 21 日 上午 6:02 
Update required or not?
KonKonKing 2021 年 2 月 18 日 下午 2:35 
@Jehhtochhh the last update was on 12/17/2020
25 cent 2021 年 2 月 17 日 下午 5:26 
is this updated to last update?
YGonzo 2021 年 2 月 6 日 下午 5:29 
Yes, it would be great if there was a mod that only added trolls from the Warden & The Paunch expansion. No other changes.
Mars 2021 年 2 月 3 日 上午 1:51 
I'm using some conflicting mods already so I can't really use this overhaul but I really like the idea of Throgg getting river/stone trolls. Any plans on making something like that standalone?
Warlock Overlord Nukit Claw 2021 年 1 月 30 日 下午 12:32 
I have a small issue with this mod. I got a couple more mods that adds skills and now Wulfrik and Thee troll kings skill tree is a bit messy and i can't get certain skills
linkfire12 2021 年 1 月 8 日 上午 4:54 
I can't say with absolute certainty, since I mostly just play the game casually, but I really like that all of your lite-overhaul mods don't seem to overpower or cheat the factions, but rather improve the units and playstyles that are under-tuned and provide more choices and flexibility. At the moment I prefer playing vanilla over any complete overhaul mods, so tweaks for factions to make them have more depth and more fun to fight against is great, and no doubt takes a tonne of work to balance properly, kudos! It might be worth examining Zaid's Norsca/Chaos overhauls and see if they make any interesting design decisions that would align well with yours. They both add occupy anywhere, which I feel kind of ruins the factions unique identities, but some smaller tweaks they make to units/tech etc seem interesting.
Gejnor  [作者] 2020 年 12 月 15 日 上午 2:23 
And updated!

The biggest change is FINALLY norsca can now choose "Enslave" (the third replenishment option after a battle) as an option for most factions (no undead, how do you enslave undead???).

This also works for sacking with the same races!

The races which Norsca can Enslave:
Empire (should be all men besides Bretonnia)
Bretonnia
Greenskins
Dwarfs
Wood Elves
Beastmen
High Elves
Dark Elves
Skaven
Lizardmen
Rogue Armies

The races which Norsca CANNOT Enslave:
Vampire Counts
Vampire Coast
Tomb Kings


Some tweaks to the Mammoth building as suggested below.
Norscan Giants are now available at tier 4 rather than 5, and the War Mammoth takes his place, sharing it with the War Mammoth at Tier 5.
cybvep 2020 年 12 月 14 日 下午 1:37 
Feral Mammoth is ok at tier 4. I don't think that it should be at tier 5 :). War Mammoth is definitely a tier 5 unit, though.
Gejnor  [作者] 2020 年 12 月 14 日 下午 1:31 
Sure, though i will just swap the giant with the Mammoth (feral) and stick with no secondary buildings.


Theres also another update in the works which will allow Norsca to Enslave Option (replenishment) more factions than just Nosca/Chaos.

cybvep 2020 年 12 月 14 日 下午 1:22 
Minor suggestions:
1. Make Giant tier 4 instead of tier 5. He doesn't belong to tier 4. That's why he is tier 4 now for the Greenskins. His cost is actually similar to Feral Mammoth, which is fair.
2. Move War Mammoth to tier 5 because Feral Mammoth and War Mammoth being available at tier 4 of the same building with no other requirements seems strange and makes Feral Mammoth a bit pointless. War Mammoth with Warshrine could require Ruinous Kiln to differentiate it from the War Mammoth as far as availability at tier 5 is concerned.
Gejnor  [作者] 2020 年 12 月 14 日 上午 3:41 
Annd another update:

Wulfrik gains The "Hunter of Champions" skill by default, the previous slot is filled with Deadly Onslaught like the other lords instead.

There is a new tech, available to both Throgg and Wulfrik, that gives Bonus vs Large ammo to Horsemen and Horsemasters with spears as well as a Shieldbreaker Effect for the Horsemen with Throwing Axes.

I forgot to mention that both Growth and Garrison strength have been increased as well.
Gejnor  [作者] 2020 年 12 月 12 日 上午 1:46 
And updated, the Sorcery of the Eagle skill now has an identical effect to that of the Malevolent Ancient Treeman trait, besides its other bonuses.

See the picture for effects!
cybvep 2020 年 12 月 12 日 上午 1:11 
One of the traits the Malevolent Ancient Treeman lords can get gives -25% magic resistance to local armies. It should be like that.
Gejnor  [作者] 2020 年 12 月 12 日 上午 12:47 
Its actually -500 in the values, and sure, i can tone it down, though the text would need to be changed.
cybvep 2020 年 12 月 11 日 下午 3:55 
Good changes, although I would nerf the "strip magic resistance" effect from -100% to -25%. It will still be very useful. Allowing Wurrzag-style total magic resistance nullification for generic Norscan lords seems a bit too OP.
Gejnor  [作者] 2020 年 12 月 11 日 下午 1:10 
Another update, Throgg has gotten some buffs to his personal skills.

The God Choices are buffed, some more than others to make them a bit more competitive between each other.

Throgg now does not get regeneration if he picks the Crow as his cap skill, but the Aura of Pestilence which the same aura that Skrolk can get.

Check the new pictures for more details!
Gejnor  [作者] 2020 年 12 月 4 日 上午 9:09 
Updated, tested it and it works fine post patch (for me at least).
Blinks 2020 年 12 月 3 日 上午 7:00 
Update pls?
Clonazepam® 2020 年 7 月 21 日 下午 12:39 
I was having some porblems with Wulfrik skill tree on the beta branch, JR Old World Skills was causing the conflict. Just leting other people know, as I spended an hour or two working out wich was the problem.
Also, JR is not that necesary for Norsca. (It was just a staple mod on my load order, but norsca's blue line is pretty good in vanilla.)
Love the mod <3
Thank you!
BigFatLaDy 2020 年 7 月 18 日 下午 3:01 
Im playing without the 2x unit size for now, your mod brings more benefit :)
Great work and keep it up!
Gejnor  [作者] 2020 年 7 月 18 日 上午 7:41 
That is unfortunate, but not something i am willing to change because there are hundreds of mods out there and i am not going to chase after compatability with them unless, honestly, i use them myself.
BigFatLaDy 2020 年 7 月 18 日 上午 7:14 
The Mod "Larger Unit Sizes" is also incompatible. I stop testing here, as I come to the conclusion, that you edit the same file/table as unit size mods do, so they are all incompatible with your mod.
BigFatLaDy 2020 年 7 月 18 日 上午 7:02 
"Unit Size double (increase in the number of troops) 유닛수 두배 모드" is also in incompatible
BigFatLaDy 2020 年 7 月 18 日 上午 6:46 
Yes, I found the mod conflict: when I disable "200% Unit Size Overhaul - Complete and Balanced Experience" then i see no longer red locked units, so your mod is working as intended. Unfortunatly 200% unit size is essential to me, so do you know another unit size mod, that is working with your mod ? Thank you!
Gejnor  [作者] 2020 年 7 月 18 日 上午 6:14 
On second thought it may be my fault, i hadn't updated the mod in a while.

I did so now, there are some changes in this, a fix for some lords skill trees (yes it popped up again) and the Sword of Torgald is slightly buffed.
Gejnor  [作者] 2020 年 7 月 18 日 上午 5:42 
Just did a check and everything is working as it should for me, which makes me suspect a mod conflict on your end, sadly i have no idea what you are playing so you're going to have to check for yourself.

If you use the third party launcher it will tell you about mod conflicts.

You can find it here:
https://github.com/Kaedrin/warhammer-mod-manager

It is much better than the standard launcher.
Gejnor  [作者] 2020 年 7 月 18 日 上午 5:38 
That shouldn't be.. Are you using any other mods related to buildings?
BigFatLaDy 2020 年 7 月 18 日 上午 5:24 
Thanks for the quick answer. I'm playing a new campaign on 1.9.2 but your feature: "All secondary building requirements for unlocking units have been removed" does not work. It's still like in vanilla, but all the other changes your mod does, seem to work. Unfourtunatly secondary building requirements is why i primarly installed your mod.
Gejnor  [作者] 2020 年 7 月 18 日 上午 4:39 
Can't speak much for all other mods but most should work, its the 1.9.2 beta that i am using.

BigFatLaDy 2020 年 7 月 18 日 上午 3:50 
Hi, what do you mean wth "CURRENTLY ON BETA PATCH"
Do i have to select the open beta, but then i guess all my other mods wont work right ?
If i use your mod with the regular game version the secondary building requirements for unlocking units aren't removed.